6,507 research outputs found

    Interaction and Expressivity in Video Games: Harnessing the Rhetoric of Film

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    The film-maker uses the camera and editing creatively, not simply to present the action of the film but also to set up a particular relation between the action and the viewer. In 3D video games with action controlled by the player, the pseudo camera is usually less creatively controlled and has less effect on the player’s appreciation of and engagement with the game. This paper discusses methods of controlling games by easy and intuitive interfaces and use of an automated virtual camera to increase the appeal of games for users

    Narrative and Hypertext 2011 Proceedings: a workshop at ACM Hypertext 2011, Eindhoven

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    A Pedagogy for Original Synners

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    Part of the Volume on Digital Young, Innovation, and the UnexpectedThis essay begins by speculating about the learning environment of the class of 2020. It takes place entirely in a virtual world, populated by simulated avatars, managed through the pedagogy of gaming. Based on this projected version of a future-now-in-formation, the authors consider the implications of the current paradigm shift that is happening at the edges of institutions of higher education. From the development of programs in multimedia literacy to the focus on the creation of hybrid learning spaces (that combine the use of virtual worlds, social networking applications, and classroom activities), the scene of learning as well as the subjects of education are changing. The figure of the Original Synner is a projection of the student-of-the-future whose foundational literacy is grounded in their ability to synthesize information from multiple information streams

    Gesture, Rhetoric, and Digital Storytelling

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    This proposal seeks to develop new theory and technology for digital interactive narratives based on cross-cultural storytelling traditions that utilize non-verbal communication to convey meaning. Digital interactive narratives are of increasing cultural relevance including: new genres of electronic literature, virtual museums and memorials, educational computer games, and computer-assisted generation of scholarly documents. We propose a new form of storytelling that changes emotional tone, theme, perspective, other subjective elements based upon gestural input via touch-screen and motion-sensitive devices. This proposal builds upon the Principal Investigator's significant body of work in developing humanistically grounded interactive narrative and artificial intelligence. The Principal Investigator has found that literary, cultural, and performance studies theories of orature (oral literature) and accounts of non-verbal communication from animation studies provide models that can be adapted to interactive narratives

    Mosaic narrative a poetics of cinematic new media narrative

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    This thesis proposes the Poetics of Mosaic Narrative as a tool for theorising the creation and telling of cinematic stories in a digital environment. As such the Poetics of Mosaic Narrative is designed to assist creators of new media narrative to design dramatically compelling screen based stories by drawing from established theories of cinema and emerging theories of new media. In doing so it validates the crucial element of cinematic storytelling in the digital medium, which due to its fragmentary, variable and re-combinatory nature, affords the opportunity for audience interaction. The Poetics of Mosaic Narrative re-asserts the dramatic and cinematic nature of narrative in new media by drawing upon the dramatic theory of Aristotle’s Poetics, the cinematic theories of the 1920s Russian Film Theorists and contemporary Neo-Formalists, the narrative theories of the 1960s French Structuralists, and the scriptwriting theories of contemporary cinema. In particular it focuses on the theory and practice of the prominent new media theorist, Lev Manovich, as a means of investigating and creating a practical poetics. The key element of the Poetics of Mosaic Narrative is the expansion of the previously forgotten and undeveloped Russian Formalist concept of cinematurgy which is vital to the successful development of new media storytelling theory and practice. This concept, as originally proposed but not elaborated by Kazansky, encompasses the notion of the creation of cinematic new media narrative as a mosaic – integrally driven by the narrative systems of plot, as well as the cinematic systems of visual style created by the techniques of cinema- montage, cinematography and mise-en-scene

    BitBox!:A case study interface for teaching real-time adaptive music composition for video games

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    Real-time adaptive music is now well-established as a popular medium, largely through its use in video game soundtracks. Commercial packages, such as fmod, make freely available the underlying technical methods for use in educational contexts, making adaptive music technologies accessible to students. Writing adaptive music, however, presents a significant learning challenge, not least because it requires a different mode of thought, and tutor and learner may have few mutual points of connection in discovering and understanding the musical drivers, relationships and structures in these works. This article discusses the creation of ‘BitBox!’, a gestural music interface designed to deconstruct and explain the component elements of adaptive composition through interactive play. The interface was displayed at the Dare Protoplay games exposition in Dundee in August 2014. The initial proof-of- concept study proved successful, suggesting possible refinements in design and a broader range of applications

    A Reusable Scripting Engine for Automating Cinematics and Cut-Scenes in Video Games

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    Storytelling can play a critical role in the success of modern video games. Unfortunately, it can often be quite difficult for storytellers to directly craft content for games, typically requiring them to work with programmers to implement story elements. This needlessly complicates the development process, straining scarce resources while potentially hampering creativity and story quality at the same time. As a result, supports and tools are necessary to enable storytellers to generate story content for games directly, with minimal programming or programmer assistance required, if any. This paper introduces a Reusable Scripting Engine to automate the generation of cinematics and cut-scenes in video games. This approach allows storytellers to provide their stories in a well-defined, structured format, which is then interpreted by our engine, along with supplemental graphic and audio content, to produce an animated presentation of the story in an automated fashion. This paper presents the design of our Reusable Scripting Engine, and discusses a prototype implementation of this design, as well as initial experiences with using this prototype system to date

    Visualising Discourse Coherence in Non-Linear Documents

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    To produce coherent linear documents, Natural Language Generation systems have traditionally exploited the structuring role of textual discourse markers such as relational and referential phrases. These coherence markers of the traditional notion of text, however, do not work in non-linear documents: a new set of graphical devices is needed together with formation rules to govern their usage, supported by sound theoretical frameworks. If in linear documents graphical devices such as layout and formatting complement textual devices in the expression of discourse coherence, in non-linear documents they play a more important role. In this paper, we present our theoretical and empirical work in progress, which explores new possibilities for expressing coherence in the generation of hypertext documents
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